Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Mutations/Deformities  (Read 834 times)

Kyubee

  • Bay Watcher
  • modding is hard
    • View Profile
Mutations/Deformities
« on: February 14, 2019, 09:47:02 am »

The idea is basically, that when a dwarf is born (perhaps with a higher chance if born in an evil biome), they have a chance (I'd say like, 1% normally, but when in an evil biome, anywhere from 10% to 90%, depending on the level of biome evil) to be born with one or more deformities. Said deformities could be helpful (an extra pair of arms, stronger or even metallic bones, demigod-like stat bonuses), harmful (constant pain, weaker bones, horrendous stats, permanent cave adaptation), or just odd (Two right hands, two left feet, a skull outside the skin, odd pigmentations).

Perhaps these could also be developed by continuous drinking of evil water, and perhaps syndromes could deliver such changes, both procedural and deliberate.

Would definitely make dwarven super soldier projects more fun than just throwing them into pools of vampire blood after a childhood in Dwarven Daycare.

Perhaps such mutations could even have their own raws, so one can add their own.
Logged
My (long abandoned) mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Azerty

  • Bay Watcher
    • View Profile
Re: Mutations/Deformities
« Reply #1 on: February 14, 2019, 03:17:29 pm »

Genetics should have to play, along with toxics.
Logged
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

George_Chickens

  • Bay Watcher
  • Ghosts are stored in the balls.
    • View Profile
Re: Mutations/Deformities
« Reply #2 on: February 14, 2019, 08:59:33 pm »

Yeah, this could be cool, but I personally would rather wait until we have a more fleshed out genetics system. If it's just "random chance for cancer" it's not really all that fun to deal with.
Logged
Ghosts are stored in the balls?[/quote]
also George_Chickens quit fucking my sister

Pillbo

  • Bay Watcher
    • View Profile
Re: Mutations/Deformities
« Reply #3 on: February 21, 2019, 10:46:00 pm »

You might be interested in this thread
http://www.bay12forums.com/smf/index.php?topic=173189.0

Deformity is one of the magical spheres in the game so should show up as an effective force when the magic arc comes out

DEFORMITY

Spoiler (click to show/hide)

Feel free to add any suggestions.
Logged

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Mutations/Deformities
« Reply #4 on: February 26, 2019, 06:53:40 am »

The idea is basically, that when a dwarf is born (perhaps with a higher chance if born in an evil biome), they have a chance (I'd say like, 1% normally, but when in an evil biome, anywhere from 10% to 90%, depending on the level of biome evil) to be born with one or more deformities. Said deformities could be helpful (an extra pair of arms, stronger or even metallic bones, demigod-like stat bonuses), harmful (constant pain, weaker bones, horrendous stats, permanent cave adaptation), or just odd (Two right hands, two left feet, a skull outside the skin, odd pigmentations).

It really should be a region aligned to deformity not evil, *if* regions aligned to evil are even in at that point. 

In addition to the effect from location, there should be a rather small random chance for all dwarves to get deformities, a chance increased by their level of inbreeding.  We could probably create a random list of specific deformities that are particularly likely to occur in a particular creature. 

Also bad mutations/deformities should be far more common than good ones. 
Logged